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mazakala

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Everything posted by mazakala

  1. CK does not interfere with playing the game, unless you try to save your plugin with the game running (which just fails with an error message). As for textures crashing the CK, that has only happened to me when there was an actual problem with the texture, eg. being the wrong format. You mostly don't even need to define texture paths in nifskope anymore, since we have materials, you only specify material paths in the .nif header and that's enough.
  2. You need Creation Kit, not FO4Edit. Create a Sound Descriptor, pick your .wav file, check looping. Next create a sound marker and select the descriptor you just created. Load up your cell and drop in the sound marker, save plugin.
  3. Could someone who's done some dialogue work describe how forcegreet works in this game? How do I get a forcegreet package to lead to dialogue I can edit in the scenes tab? Or is it better not to use a forcegreet package at all?
  4. For export from Blender: I model everything in blender, including collision object, export as .obj with 0.1 scale and y-up. Then drop into outfit studio, export.nif, open in nifskope, export .obj to get an .obj that imports into max 2013. Import into max (no scaling) and proceed as OP described.
  5. The collision object can look like anything, as long as the material type is set to a stair type in CollisionGroup. No need for stair helpers afaik. I made multiple stairs where the collision object looks like stairs.
  6. Outfit Studio + Nifkope combo. Export .obj in Max, open in Outfit Studio, save nif, copy paste data in NifSkope. Still no way to do collision thought
  7. LOD generation is currently bugged, in fact it was already bugged in Skyrim's CK. You can generate LOD for the entire worldspace, but it will be bugged with purple ground and whatnot. Oscape doesn't quite work with Fallout 4 either, yet.
  8. Edit: Nevermind, I found a better way to do what I want I'm trying to create a skydome/earthscape for FO4 as seen in the Fallout 3's MZ dlc. The earth was partially behind the star skydome, but they were inside a BSOrderedNode so that the stars always appeared behind the earth. Can I do the same for Fallout 4? I tried to recreate the BSOrdered node, it works in-game, but doesn't do what it's supposed to (looks the same as if the model parts were inside a NiNode) Am I missing something? Are there any other tricks to make a game object visible through one object but not others? My nif: https://www.dropbox.com/s/2b824ldydac5c4o/Earth.nif?dl=0 Fallout 3 example: https://www.dropbox.com/s/0r9snzy2rn701fu/dlc05spacedome01.nif?dl=0
  9. Thanks for the tip. I'll try that. This is not for an armor anyway, so it might work just fine.
  10. I'm not an idiot, I know what they mean. I just don't what all of the values actually do. As I've said, what I want is an alpha gradient as per texture. I've now changed the flags to 4332 (Scr Alpha, inv scr alpha, greater, no testing, threshold 128, if you must know), since I read that Enable testing kills gradients. I also unticked alpha test in the material editor. The problem still persist. Depending on what I change, I get No gradient, just a clean edge between fully transparent and fully opaque or alternatively the thing is completely invisible or has no transparency at all. I've managed this several times in the past, modding Skyrim and Oblivion, but I forget things. I feel like I'm getting close...
  11. Someone seriously needs to post an editable list of the player voice files. Then everyone can listen to them and write down what words there are, such a database would be immensely valuable for cut and paste voice editing, as you could just search for a word or sentence and instantly find the voice file that contains it.
  12. I've used it. It was a hassle to get it to work. It's not like a regular explosion and certainly NOT good for a weapon. The way it's used in the game is that it's some 20-30 cells away from the player as it detonates. It's set up to face one direction, I guess you could say it's only half an explosion, it's partially transparent from the other side. You won't see it if you're on the wrong side. It's also truly massive, so you might not even see it at all if you're close. The game also preloads the explosion, because the model file is quite large... that could also be a potential reason for it not showing. If you're testing it in a custom worldspace, you need to generate LOD for the explosion to show up.
  13. With transparency now being controlled by three things, the mesh, the texture and the material file, I'm bashing my head against a wall here. What I want is a smooth gradient from opaque to fully transparent, but what I'm getting is either fully transparent or transparency cut off at certain value. Nif file flags are 4844 with 128 threshold Material file has blend mode:unknown, test ref: 127, Alpha test and both Z buffer boxes ticked. .dds looks like it's supposed to, saved in DXT5 and alpha channel looks good. I've never been good at this, tell me what I'm doing wrong. I know these kinds of things get asked a lot, but I've tried to follow tutorials and it hasn't solved the problem.
  14. I'm not terribly good at scripting either, but you probably need to use game.getplayer().HasDetectionLOS(Self) or something similar to determine if the player sees the creature.
  15. I don't know how Beth does it, or if that's even even doable in the CK. The workaround is to create new models and new letters. There's only 4 or 5 .nif files for the neon letters. Open them in nifskope, find the BSBehaviorGraphExtraData and blank out GenericBehaviors\Workshop\Workshop.hkx and save as a new nif. Then all you need to do is make copies of every letter in the CK, change the model file, pick the correct material swap, remove workshop related actor values and keywords, add a script that does playanim("ON") and you've got working neon signage.
  16. If you coc from the main menu you will be able to sprint in a vanilla worldspace, but not in a custom one. It's a bug in the CK and/or game engine.
  17. Following this. I've noticed the same thing, my guess is that it has nothing to do with the worldspace. Maybe there's a list somewhere that determines where the player can sprint? Edit: I was probably wrong, it might be related to worldspace after all. This seems to have been a common bug before the CK came out, and any edits to a cell would somehow bork that area and make the player unable to sprint. It seems the bug has persisted in the Creation Kit. Adding fPlayerDisableSprintingLoadingCellDistance=0 to my Fallout4Custom.ini does not solve the problem. I'm stumped and really hoping I haven't wasted my time on two new worldspaces. Edit 2: There was already a discussion about this here: https://forums.nexusmods.com/index.php?/topic/4055580-sprint-bug/?hl=%20sprinting including a comment from Bethesda, which is from here: https://community.bethesda.net/thread/8561. Not really helpful, but that's all we've got.
  18. figured it out, finally! The neon signs are animated, but playanim("ON") does nothing, even though it should. the reason is that the .nif file contains BSBehaviorGraphExtraData, namely GenericBehaviors\Workshop\Workshop.hkx which probably contains most of the workshop stuff you don't see in the CreationKit. After blanking that line and saving as a new .nif, I now have custom neon lights that can respond correctly to playanim without being "powered". I would still like to know how Beth linked together those powered objects in the CK though, as in the cell RelayOutpostZimonja, for example.
  19. I 'm guessing that GenericBehaviors\Workshop\Workshop.hkx is probably what makes some, or most of the workshop physics tick. That was what was interfering with what I was trying to do, anyway.
  20. I figured it out, finally! The neon signs are animated, but playanim("ON") does nothing, even though it should. the reason is that the .nif file contains BSBehaviorGraphExtraData, namely GenericBehaviors\Workshop\Workshop.hkx which probably contains most of the workshop stuff you don't see in the CreationKit. After blanking that line and saving as a new .nif, I now have custom neon lights that can respond correctly to playanim without being "powered". I would still like to know how Beth linked together those powered objects in the CK though, as in the cell RelayOutpostZimonja, for example.
  21. I'm interested in this as well, but coming from a slightly different angle. I'm trying to figure out how the electric grid system works, how the different items know they are connected to each other and the workshop.. There seems to be keywords, but it doesn't make sense. Either it's incredibly hard to understand, or it's hardcoded, or I'm missing something, or all of the above.
  22. Alternatively. does someone know how one creates wire connections in the Creation Kit? That could be used as a dirty fix, and would be useful to know anyway. I can't figure out how the splines connect the things to each other, or even if they do...?
  23. The neon lights don't have that actor value, they only have the WorkshopCanBePowered keyword, but removing that does nothing. It's the same for the ceiling fan and all the other workshop items that require power, but no set amount.
  24. I can't figure out how the whole electric grid thing works, someone else probably has, so enlighten me. basically I want light statics, specifically the neon letters from Wasteland Workshop to stay on without power. How does the game know which objects are linked to the power grid?
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